My first wizard: am I doing it "wrong"? Suggestions, possible problems and character development


Advice


We have just started a campaign with a group of 3rd level characters: a druid (with a wolf animal companion), a rogue and my wizard

3rd level elven wizard (Conjurer, Teleportation)
Opposition Schools: Abjuration, Evocation

Abilities (including racial modifiers):

STR 10
DEX 18
CON 10
INT 20
WIS 11
CHA 14

HP 13

Traits:
Focused mind (+2 concentration when casting defensively)
Bully (Intimidate is a class skill, +1 bonus)

Feats:
Spell focus (Conjuration)
Augment Summoning

Spells:
1- level: Mage armor (s), Grease (s), Vanish, Silent Image, Obscuring mist, Identify, Ray of Sickening, Hypnotism, Sculpt Corpse, Disguise Self
2 - level: Summon Monster II (s), Create Pit (s), Glitterdust (s), Ghostly Disguise, Mirror Image

School Powers:
Summoner's Charm (Su): increases the duration of conjuration (summoning) spell by a number of rounds equal to 1/2 wizard level (minimum 1)
Shift (Su): teleport as a swift action 5 feet for every two wizard levels (minimum 5 feet). Number of uses: 3 + Intelligence modifier

Skills:
Spellcraft and Knowledge (Arcana) 11
Knowledge (Nature, Planes) 10
Intimidate, Knowledge (Dungeon, Geography, History, Religion) 9
Appraise 8
Perception 5

First of all I'd like to say that my goal is not to be uber-optimized, just to have fun and play (within the limits of my own abilities and experience) a smart character, that would be able to use properly most of his assets and to mesh well with the party. I have not really a character concept yet (in fact I was planning for an evil cleric, but the rolls "forced" me to play a wizard, for the relief of everyone...) The main problems I faced were:

1)Where to put that 14?

2)Which opposition schools?

The choices still "torment" me... As noone planned to be the party's face, I decided I could put 14 in CHA and not to take enchantment as an opposition school. Furthermore, as noone could Intimidate, I took the Bully trait and maxed the ability. I like using it in social situations and also in combat, though of course I'd rather be staying at the back rather than 30 feet from the enemy...

Concerning the schools, as a matter of fact, I do like some of the enchantment spells early on (well, I guess some "social" ones could have been taken even with two slots...), but above all I didn't want to miss some great ones at 4th-5th level. There are not many spells I like from Abjuration and Evocation (maybe because I don't know them that much,I am playing a witch in another campaign), though for some of them I'm really torn out... Party-wise, the Druid has some of these, but I fear I am giving up too much on damage (well, sometimes you may need artillery, especially if there's no infantry in the group... I guess I'll be summoning all the time), some other very good Evocation spells and above all defense from magic. Is that plain "heresy"? I have to add that Divination is not a candidate for exclusion.

As far as spells are concerned, I fear the DM won't allow me to buy more 2nd level spells at this level, but I will be trying to add at least Stone Call. I might get though some more 1st level: I'd like Color Spray, Illusion of Calm and Sleep. I admit I took a couple of them just for flavor, but I've always liked the idea of appearing incorporeal even in combat (Ghostly Disguise: and then it meshes well with Intimidate...)

As far as progression goes, I had thought of taking Create Wondrous Items and maybe Improved Initiative at 5th (but there was a +2 trait that would have saved me a feat, with DEX already high...), then I am very open to suggestions.

I will be allowed to do some changes, so I thank you very much for your advice on any point and for your patience if you read thus far.

I will also sneak a rules question: those 3rd level school powers (1/2 wizard level (minimum 1); 5 feet for every two wizard levels (minimum 5 feet) are still 1 round and 5 feet at 3rd level?


Oh, I forgot: he has a ring as a Bonded Object :)

And Appraise in fact is maxed out at 11 as well


well your cha is higher then I would have had it. I would had more con instead as a bad hit can drop you fast. The druid should have a decent cha. Commanding his pet will be a touch hard if not.

Evocation is a decent school to dump. I would dump nercomancy as the other other. Abjuration has some nice defenisve spells prot evil, shield,. While I am not a fan of necro

You can damage plenty with conjuration. Look at the snowball spell that damages and staggers the victim. You can acid arrow and summon pets to do even more damage. These spells generally go through SR too, and while the scorching ray doe snot. So eat that golems.

I would probably use charm person for the face.

If you wanna own iniative get a greensting scorpion for a +4 to it. But a bonded object is great too.

Not sure if you rolled stats or did a point buy. I am guessing rolled.

Teleportation is awesome.

another feat worth looking at Acadamae graduate, it is in the curse of the crimson throne a free download from this site.

Ne w Fea t: ACADAMAE GR ADUATE
You have passed the grueling Test of Summoning and
graduated from the Acadamae.
Prerequisites: Specialist wizard level 1st; cannot have
conjuration as a forbidden school.
Benefit: Whenever you cast a prepared arcane spell
from the conjuration (summoning) school that takes
longer than a standard action to cast, reduce the casting
time by one round (to a minimum casting time of one
standard action). Casting a spell in this way is taxing and
requires a Fortitude save (DC 15 + spell level) to resist
becoming fatigued.

Shadow Lodge

While I wouldn't say you're doing it "wrong," I would not select Abjuration as an opposition school. There are too many useful spells in there, including Protection from Evil, Shield, and Resist Energy. One of my players chose Abjuration as an opposition school and he's missing it enough to spend a discovery to get access to it.

Evocation is fine to drop, since Conjuration has damaging spells and the druid can also apply area damage. Like Finlanderboy I would suggest Necromancy as your second opposed school. It has a few nice spells, but you'll probably miss it less than you'd miss Abjuration - or any of the other schools.

Remember that you can cast spells from your opposition schools using a scroll or wand with no problem, and situational spells like Sculpt Corpse are good choices for scrolls anyway.

Finlanderboy wrote:
The druid should have a decent cha. Commanding his pet will be a touch hard if not.

Not really. It's only a DC 10 to have an animal perform a task it knows (12 if the animal is wounded), and the druid gets a +4 to Handle Animal checks with their companion, so it just takes 4 ranks and a 10 Cha to get the +11 that will auto-succeed.

And that's assuming that the GM (1) requires the handle check each round (2) only lets you try the check once per round, despite the fact that handling your AC is a free action that you could theoretically retry at no penalty and (3) enforces the +2 DC on a wounded animal (which I didn't even know about until I double-checked the DC just now).

Plenty of druids dump Cha.


Some interesting spell choices, but nothing that couldn't be made up a bit later on. I'm sure you have flavor reasons for sculpt corpse, perhaps you intend to confuse enemies. In any case, since the others helped a lot with the schools and some feats I'll see if I can make some suggestions for future spells. Mind you, I don't know what your primary environment will be (i.e. urban, forest) so some of these may not fit.

lv.1 [Note: If you get color spray, don't bother with sleep. Color spray in my opinion is just better. Is more useful longer, and doesn't have a full round of casting.)

- Burning Hands (Now. I see you don't have many damaging spells and that's fine. I understand. Burning hands is more of a just in case spell against swarms and if you do want to burn something.)

- Mount (This one depends on environment. If largely outside it could save you money, or just become a meaty shield. If in the city, it may lose some of its usefulness.)

- Feather Fall (I consider this a bonded item spell. That's if you haven't used the bonded item that day yet. When you need feather fall, you need it.

- Unseen Servant (Lots of useful things this can do. I recently had it open the door to an owlbear cage from a safe location, then had a silent image lead it out of the place we wanted to clear.)

- Keep Watch (One of my personal favorite spells actually. Allows you and later other people to stay up all night while getting full rest. Note that even though you don't sleep, you still get to memorize your spells. Only downside is if something happens, but that's what the spell is there to help. It's there to help make sure you aren't surprised during the night.)

- Infernal Healing (You get to heal. Thing is, you detect as evil for a while. So, probably a bad spell if you have a good paladin or good strict lawful party members.)

Lv. 2 - (You have a lot of great spells here already, so this should be short.)

- Invisibility (I see you have vanish, which is great. Normal Invisibility is still better.)

- Levitation (Great for summoning if you're in open spaces. Just levitate up, hover and summon creatures to occupy their attention.)

- Knock (Not as useful if you have a rogue, but it could definitely come in handy if you don't.)

- Stone Call (You already mentioned it. At low levels it clears quite a lot of space. At higher levels it makes terrain harder to get through.)

- Web (Another good battlefield control spell. Granted archers may have a harder time shooting into the enemy that's caught, but if they really must fire at them, burn the web around them and do some damage.)

Hope some of this helps. Remember they're just suggestions.


Academae Graduate is a pretty sweet feat, as it lets you summon as a standard instead of a FRA. This means your summoned creatures show up a full round earlier and get a whole extra full round of attacks, positioning, etc. The drawback is the Fatigue, of course. With your dismal +1 Fort, you are going to fail a DC 17 Fort save 80% of the time.

Quote:
A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Pretty harsh. And fatigue stacks with itself to produce exhaustion, which is even worse. So, , unless you have a paladin with mercies or some other sort of anti-fatigue utility around, you'd normally only use this once per day. That makes it kinda marginal IMO. (Mind, if you *do* have a paladin or some other way to kill fatigue, it's solid blue -- very good for you, almost a no-brainer.)

Doug M.


What I see is a very powerful character (18 dex and 20 int for a wizard? brilliant!), several excellent spells (as well as a few interesting niche choices) and basically endless potential for the future. It seems to me that you have easily enough understanding of what makes wizards good to make your wizard into a fun and useful character throughout your campaign.

As to your opposition schools: I would just pick what feels right for your character, and not worry about power too much (although it might be unwise to ban transmutation or conjuration). All the schools have their strong points, all the schools have their weaker points. Some are better than others, but you're a wizard, it's not as if you have to worry about not being powerful enough. I'd try to tie your second opposed school into your character background somehow. Stickler for following the rules? Ban illusions. Goody two shoes? Ban necromancy. Scared out of his mind by a fortune teller as a child? Ban divination.

tl;dr: Don't worry about your con (just be a bit careful), and don't worry about your opposed schools. You have a very strong character with lots of great options for the future.


If you /do/ take Academae Graduate, consider taking Improved Initiative as your next feat. Yeah, it's bland. But it's actually super useful for a summoner, because your monsters share your initiative.

When you have enough cash, consider a Con boosting item. Normally a wizard starts with an Int booster, but your Int is already 20 (and it will presumably go up to 21 next level). Unless you're throwing a lot of save-or-suck spells, I wouldn't sweat that extra point of Int just yet... your low Con is your glass jaw.

Also, Sleet Storm is nice when you can get it, as it benefits from your Spell Focus feat.

Doug M.


If you care about doing the optimization thing, like, on any level, then pump that initiative up. As the caster you always want to go 1st because you gotta make sure your team gets buffed before they go into combat, and if they have to stand around waiting for you, then your entire team basically loses a whole turn of combat.

Summoning simply doesn't happen until later levels, your summoning will last less than 5 rounds before level 3, and even then it's still mediocre. What does this mean? For earlier levels focus on getting yourself acclimated with playing a decent wizard. Buff and Battlefield control with your conjuration spells, and even maybe get some blasting in with an acid arrow or something.

Acadamae Graduate is basically a staple lvl 1 feat for a character focused on summoning, so Improved Initiative is good by level 3. Augment Summoning is meh, but Superior Summoning is alright. You could skip both feats and still be okay tbh.

A really good feat to take is Spell Specialization on whatever summoning spell you plan on spamming, chances are it will be at lvl 5, so Spell Specialization (Summon Monster 3) will be fantastic as it will add 2 mroe rounds onto that summon spell. At later levels you are allowed to switch out which spell is your specialized spell, and doing so lets you switch to your higher level summons giving you valuable extra rounds.

Bonded objects are really not that good compared to a familiar. I always say get a compsognathus, or that dodo bird thing because not only do you get its boon (a whopping +4 initiative), but you also get the feat Alertness for free, which gives you a +2 on your Perception check, the most important skill in the game.

Now, this might just be me, but I love the fleet-footed elf type. It's an alternate racial trait from the ARG that gives up Weapon Familiarity (BFD I'm a wizard, I don't care about swords!) and Keen Senses (ouch, the only thing that makes this a choice and not a no-brainer) and gives you the feat Run for free and gives you a racial +2 bonus on initiative, which is the most important modifier on your character sheet.

Lets look at that initiative for a second.
18 DEX
Improved Initiative

thats +8 right there

Familiar with a good bonus to it
Fleet-footed Elf

another +6

I would also say the trait Bully is a complete waste, and either Paragon of Speed, Reactionary, or Warrior of Old is what you really want. It's another +2 initiative.

That puts your initiative at +16, so in other words, you go first, period. And remember, you always want to go first. What good is an area spell if your friends are already in it by the time you can cast it? What good are buff spells if your allies go before you and have to go into combat or waste their own turn? Why not go 1st and make sure that when your allies do make it into combat they all have flanking buddies right from the start and get a +2 to their attacks on top of what buffs you give them (which should be haste, always).

Only other feat I truly recommend above all others is Quicken Spell. Action economy matters, and you need all you can get. Your ideal first turn of every major combat your team gets into will ideally always consist of using s Quickened buff on your team (haste) and then throwing out a summoning spell to give your allies the flanking buddies they need. Now, on the first turn, they are already at +3 to attack, and get a +1 to AC and Reflex saves.


honestly with a dex like that his init shouldn't be aweful, but if you find you're not going before monsters in every combat you could take Improved Init to help with that. i personally would take Magical Knack as a trait hands down, there are plenty of nice feats you can take that would give you a pretty stellar bonus to casting defensively, if it comes up enough. on a side note unless im doing it wrong when you're hit while casting the dc is 10+spell level+damage recieved=dc, which at higher levels can = as much as 40-70 dc to hold the spell if you are hit.


Quote:


Summoning simply doesn't happen until later levels, your summoning will last less than 5 rounds before level 3, and even then it's still mediocre.

Disagree. He's starting at 3rd level, so he already gets four rounds out of each summons. Next level that'll jump to six rounds. That's going to carry him through most non-boss combats.

master_marshmallow wrote:
Augment Summoning is meh, but Superior Summoning is alright. You could skip both feats and still be okay tbh.

They're both great, actually. AugSum means your monsters do a lot more damage. It's especially nice for monsters that have multiple attacks, like pouncing cats and such. SupeSum lets you summon a crowd of lower level monsters, which is situational but often excellent. If you're 5th level and you're facing a dozen gnolls, you'd rather have 2 to 4 monsters from the SM II list than a single monster from the SM III.

Doug M.

Liberty's Edge

I haven't read everyone's responses, and I'm sure that it has been covered, but as to the 14, I'd have put it in Con in a heart beat. At 13 hp and 10 con you're still in the healthy to dead in a single critical hit area, at 19 hp with a 14 con you are nudging out of the danger zone.

Your traits aren't optimal, lowering the cost of your metamagic would probably be better.

As to opposition schools, they're fine. You might even consider going the sin magic route, you'd have to give up illusion instead of abjuration, and it is the old school banned school, but even so the extra slot (above and beyond being a specialist) is really nice.


Soul wrote:
honestly with a dex like that his init shouldn't be aweful, but if you find you're not going before monsters in every combat you could take Improved Init to help with that. i personally would take Magical Knack as a trait hands down, there are plenty of nice feats you can take that would give you a pretty stellar bonus to casting defensively, if it comes up enough. on a side note unless im doing it wrong when you're hit while casting the dc is 10+spell level+damage recieved=dc, which at higher levels can = as much as 40-70 dc to hold the spell if you are hit.

I believe Magical Knack doesn't do anything for a single classed character. It can't boost your caster level higher than your character level.


Wow!! Thank you very much for every piece of advice, it is much food for thought :)

I am not sure that Acadamae Graduate would be allowed by the GM, and I am almost certain Sin Magic would not. In any case, the problem with the first one is indeed low CON (alas...) and with the second one I don't want to give up Illusion. I agree that Abjuration is maybe the most dangerous to skip. Not sure about Necromancy: it has some good spells but I can see now it is not essential, at least till 4th-level...
And thank you for the spells (for example, I hadn't considered the advantage of having a bonded item for feather fall) and traits suggestions!!

Finlanderboy wrote:


Not sure if you rolled stats or did a point buy. I am guessing rolled.

I rolled them indeed


utsutsu wrote:
Soul wrote:
honestly with a dex like that his init shouldn't be aweful, but if you find you're not going before monsters in every combat you could take Improved Init to help with that. i personally would take Magical Knack as a trait hands down, there are plenty of nice feats you can take that would give you a pretty stellar bonus to casting defensively, if it comes up enough. on a side note unless im doing it wrong when you're hit while casting the dc is 10+spell level+damage recieved=dc, which at higher levels can = as much as 40-70 dc to hold the spell if you are hit.
I believe Magical Knack doesn't do anything for a single classed character. It can't boost your caster level higher than your character level.

right... i thought everyone multiclassed... guess its just me xD

my wiz i eventually built into an Arcane Archer and kicked ass, and magical knack was a huge part of that because my caster level stayed on par.

The Exchange

I know the feeling - I have an Oracle with a Barbarian dip who... *ahem*

Sorry, back to the main topic. It's easy to tell if you're playing a wizard "wrong" because the wizard dies. Still alive? You're doing fine!


Soul wrote:
utsutsu wrote:
Soul wrote:
honestly with a dex like that his init shouldn't be aweful, but if you find you're not going before monsters in every combat you could take Improved Init to help with that. i personally would take Magical Knack as a trait hands down, there are plenty of nice feats you can take that would give you a pretty stellar bonus to casting defensively, if it comes up enough. on a side note unless im doing it wrong when you're hit while casting the dc is 10+spell level+damage recieved=dc, which at higher levels can = as much as 40-70 dc to hold the spell if you are hit.
I believe Magical Knack doesn't do anything for a single classed character. It can't boost your caster level higher than your character level.

right... i thought everyone multiclassed... guess its just me xD

my wiz i eventually built into an Arcane Archer and kicked ass, and magical knack was a huge part of that because my caster level stayed on par.

Multiclassing on full caster builds is usually frowned upon imo. Very rarely do I see it to actually be to a characters mechanical benefit to multiclass. Random level dips set you behind a lot more than you think when it comes to developing class features for what you really want to do, way I see it, if your character doesn't have the concept pretty much done by lvl 11, then you are doing something wrong. Too many times I shake my head at builds on these boards that rely on getting a particular class feature that they can't get until level 17 or something, and at that point you've already played the character for 16 levels without being able to use the concept that you've built for it.

Point is, multiclassing is typically bad, especially in PF. In 3.5 and definitely in earlier editions where you class abilities weren't spread out so there were no dead levels it was a lot easier to justify, but with the current system I don't even bother looking at it. There aren't even that many prestige classes that I find appealing in PF.


I think everything Master marshellow says is situational. Spellcasters biggest things are higher level spells, but if you can improve the lower level spell beyond what the next ones are by dipping then by all means dip away. Most casters do nto get much advancement from level so dipping is great if it helps what you want to do.

I think he had seen poor examples of this in 3.5 and feels the game is too similar to be different. If dipping was so weak, why did the developers add addition incentives not to like the keystones and the favored class. I think this is just silly advice that has not seen or compared enough to be valid.

Although I do agree the presitge classes are weaker in PF


The prestige classes are definitely weaker. IMO about 3/4 of the PF PrCs are mechanically unplayable (in the sense that they're clearly inferior to sticking with the main class).

But (1) there are so many PrCs that this isn't really a huge issue, and (2) I can't really hold it against them, given how ridiculous some of the 3.5 PrCs got. PF staff have come right out and said that they wanted to be careful that no PrC got overpowered, and that's clearly become part of their design philosophy. Even so, there are a fair number of PrCs that are at least okay mechanically and that are fun or interesting to play. So, no big thing.

To bring it back: how the elf evolves over time will depend on what kind of DM and what kind of campaign. Does the OP have anything to say about this?

Doug M.


Well, right now I am not keen on multiclassing.

ShadowcatX wrote:
Your traits aren't optimal, lowering the cost of your metamagic would probably be better.

I am probably going to drop the Focused mind trait in favor of a +2 initiative: Teleportation and, if I take it, the spell Illusion of Calm, should avoid most situations. So I would spare also Combat Casting and Improved Initiative, as with a +6 I should be somewhat comfortable.

Magical Lineage is also very interesting, but I should think about the metamagical feats I want and above all the spell: right now not that many candidates (maybe Persistent Spell with Glitterdust, but I'm not sure it is worth in general...)

I think I am going to stick with these opposition schools (Necromancy has our only options against undead), and maybe with these stats (I learned the Druid has in fact +2 CHA, but no social skills). A minor change could be 11 to CON, in order to raise it at at 4th level and have a +1 - that is if he's still alive...


So I guess my feat progression could be:

5th level: Spell Specialization (Summon Monster III)
Create Wondrous Items

7th level: Superior Summons

9th level: Greater Spell Specialization

Right now I do not see clear about metamagic: nothing seems really necessary. I'd like empowered Enervation, but apart from this I wouldn't be able to benefit much from the Empower Spell (better a rod I guess if I can afford it)

Some other questions:

- Does Spell Specialization (Summon Monster III) stack with Summoner's Charm, and if so how? As I read it, at 5th level I should have summons for: 5 r. + 2 r. SS + 3r. SC = 10 r. or 5 r.+ 2 r. SC + 2 r. SS = 9 r.

- What if the Bestiary says a summoned creature has more than one variant? E.g. Giant Ant Worker: Worker ants do not have a poison sting attack or a grab special attack. Do I get to choose? Is it random?

Thank you very much

Liberty's Edge

I would switch the charisma and con stats to start, looking at your party you might want abjuration for protection and evocation for some offense. I would do divination and necromancy as opposition.

I hope you enjoy your wizard, spellcasters are my favorite classes to play.


Soul Devourer wrote:
I think I am going to stick with these opposition schools (Necromancy has our only options against undead), and maybe with these stats (I learned the Druid has in fact +2 CHA, but no social skills). A minor change could be 11 to CON, in order to raise it at at 4th level and have a +1 - that is if he's still alive...

You stated about your abilities:

Soul Devourer wrote:

Abilities (including racial modifiers):

STR 10
DEX 18
CON 10
INT 20
WIS 11
CHA 14

If you are an Elf and your racial modifiers are already added in then I assume you started with a 12 on Con. If you move the 11 from Wis to Con you would end up with a 9 Con and 12 Wis, which I'm pretty sure you don't want. Rather you could switch Con to Cha and you would end up with 12 on both.

Did you put your favored class bonus into skills? How do you do HP? Do you... <shudder>... roll every level?

Otherwise, great spells already. Summoning will be good for meat shields and giving the rogue a flank partner, especially since you are missing a melee character. Probably the Druid's AC helps here as well?

Extra Initiative is definitely good, but I don't know if I would take it to ridiculous extremes.


Lord Twig wrote:
Soul Devourer wrote:
I think I am going to stick with these opposition schools (Necromancy has our only options against undead), and maybe with these stats (I learned the Druid has in fact +2 CHA, but no social skills). A minor change could be 11 to CON, in order to raise it at at 4th level and have a +1 - that is if he's still alive...

You stated about your abilities:

Soul Devourer wrote:

Abilities (including racial modifiers):

STR 10
DEX 18
CON 10
INT 20
WIS 11
CHA 14

If you are an Elf and your racial modifiers are already added in then I assume you started with a 12 on Con. If you move the 11 from Wis to Con you would end up with a 9 Con and 12 Wis, which I'm pretty sure you don't want. Rather you could switch Con to Cha and you would end up with 12 on both.

Did you put your favored class bonus into skills? How do you do HP? Do you... <shudder>... roll every level?

Otherwise, great spells already. Summoning will be good for meat shields and giving the rogue a flank partner, especially since you are missing a melee character. Probably the Druid's AC helps here as well?

Extra Initiative is definitely good, but I don't know if I would take it to ridiculous extremes.

I want ALL of the initiative. I want to go first on a natural friggin 2. There are certain things my party needs to depend on me for, being faster than they are so they don't have to wait for me to buff them or throw an area spell out is one of them. As the caster, it's your job.


Lord Twig wrote:


If you are an Elf and your racial modifiers are already added in then I assume you started with a 12 on Con. If you move the 11 from Wis to Con you would end up with a 9 Con and 12 Wis, which I'm pretty sure you don't want. Rather you could switch Con to Cha and you would end up with 12 on both.

Did you put your favored class bonus into skills? How do you do HP? Do you... <shudder>... roll every level?

Thank you Lord Twig. It is as you stated, my bad: I had already 12 in CON which dropped to 10 as an Elf. Yes, we roll our HP and till now I put the favored class bonus in skills. I think I'll have to reconsider this or swap CHA and CON or resort to Bear's Endurance if needed. +3 to HP would help, and I won't lose much in skills because in any case I'll drop rather Bully (and the Intimidate skill points I put) than Focused mind (which - again my bad - is a +2 on Concentration always, thus being very useful for a conjurer). Looks like I managed to convince the Druid he can intimidate :) But having a +2 right now to another mental stat isn't bad, instead of CON, CHA and WIS +1 at 4th level...


@master_marshmallow: Certainly, you do want to go first. I just wouldn't spend quite as many resources on it. Just a (minor) difference of opinion.

@Soul Devourer: Of course it is your character and you have to do what is fun for you. Lots of people have suggested bumping Con, but I can totally see sticking with it and using your higher mental stats.

I personally hate rolling HPs, but if I was in a group that did I would definitely play a low hit die class. The difference between a 1 and a 6 isn't as crippling as rolling a 1 on a d12.

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